I tried a torrent of this just before to check out visuals, gameplay and was impressed. Ive heard good things from a few AG members and figured its probably better to play now while its newer and i assume more popular than wait til xmas steam sale.

Release Patch 1 Changelist.
11/22/2012
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Free-for-All
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- Players have different colors.
- No longer uses the wave spawning found in other game modes.

Team Deathmatch
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- A team always has 80 resources regardless of the number of players in the game.

Gameplay
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- Added a delay to forward spawn.
- Burning turns off HP regeneration.
- Firepots destroy pavises caught in the burn radius.
- Autobalance changed to be a LIFO system.
- Autobalance no longer happens in the last two minutes.
- F10 now has a 5 second delay.
- Jump and dodge now have a 0.2 second cooldown.
- Feinting takes actual time (when you feint it'll take some time before you reach the idle state again and can swing again).
- Can no longer kick and jump simultaneously.
- Defender spawn increased by 3 seconds (should help on BG cart, HS Treb 3 and Stoneshill king objectives).
- Kicking no longer takes an additional miss penalty.
- Missing with 2-handed weapons costs 20 stamina instead of 10.
- Flinch if hit in idle.
- Throwing a javelin stops your sprint.

Bug Fixes
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- Fixed issue where sometimes UDK.exe would not close properly.
- Fixed issue where weather particles would be rotated weird.
- Fixed issue where max players would get reset over a map change when game ends (when using ?maxplayers).
- Fixed issue where ballista could fire two bolts.
- Fixed issue where you would regen health when sprinting
- Fixed the "Jack Baldy exploit" [enabling/disabling sprint super fast]
- Fixed issue where the javelin had a super slow reload.
- Default to windowed mode to avoid invalid-resolution issues.
- Fixed issue where switching weapons would break some weapons.
- Fixed sisue with javelin getting stuck.
- Fixed pawn shrinking on siege weapon.
- Fixed arms going weird when getting off ballista
- Fixed issue where Mason Kite Shield showing up as an Agathian shield on a player's back.
- Fixed issue where the signal fire would start after being extinguished.
- Fixed issue where players would be kicked off their current server when Steam has a temporary issue.
- Fixed issue where firepot would not disappear off your screen sometimes.
- Fixed faulty message telling players to 'Press' instead of 'Hold' the signal fire.
- Fixed issue where you could extinguish the signal fire when you don't have to.
- Fixed issue where the siege weapon would not display the team properly in the kill indicator.
- Fixed issue where throwing the javelin would display a shield instead of the javelin kill indicator and would not count towards javelin unlocks.
- Fixed issue where decapitated and head crushed players are making death cry and death gurgle sounds.
- Fixed issue where team kills would count towards weapon unlocks.
- Fixed issue where your attacks would not properly perform tracers once you exit a siege weapon.
- Fixed weird animation bug where combo would appear on other side at tiems.
- Fixed issues surrounding the king objective.
- Fixed issue where fire particle on pyre does not always play and where Stoneshill and Battlegrounds burnables were not being consistently hit.
- Fixed an issue where man-at-arms did a tpose when killed while dodging.
- Fixed an issue where having a dagger with a shield caused players to tpose when flinched.
- Fixed issue where hitting an object and being deflected wasn't displaying for other players in the game.
- Fixed issue where javelin overhead would behave like a shove instead of using tracers.
- Fixed issue with javelin rapid-fire.
- Fixed issue where torch would try to switch back to primary even if the primary weapon is out of ammo.
- Fixed issue where shield would be attached on death.

Crash Fixes
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- Disabled MLAA in the defaul system settings which was causing some people to crash (i.e Geforce 7000 series)
- Fixed crashes related to world cleanup.

Release Patch 1 Balance Changes
11/14/2012
Note: This list may not be comprehensive and some changes may have slipped through. We are working on improving the process by which we note balance changes, thanks for your patience.
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General
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- All 2-handed weapons have their feint time set to 0.2 seconds (slash and overhead)
- All 1-handed weapons have their feint time set to 0.3 seconds (slash and overhead)
- All stab attacks have their feint time set to 0.4 seconds
- Dazed length changed from 0.9 to 1.1 seconds for all weapons

Look at the Draw time. It has almost been doubled for all archers. So now you should see about half the amount of arrows you did before. They do travel faster, most of the archers in the game have no idea and stand wayyyy back and miss way too often so don't worry about it.
Perhaps worry about an increase in Javelin throwers, as the close range bow is less effective now, so might as well use the fixed javelins...

Those of us who use archers at very close range will make it a bit easier, except we can only get off half the shots.

I had a quick bash in a Duel server this morning. The battles play out similar except for one beautiful thing:

- Flinch if hit in idle.

For us faster players, I tended to land hits whilst they were idle then the 2hnder would windup and hit before I could get back to ready. Now that they get flinched this doesn't happen. It gives the fast 1 handed weapons the advantage they should have always had.
O and Norse Sword stab is still good :) Now the overhead and slash is even better the sword overall is better (and it was OP to begin with ehehhe).